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Cool aditions, cant wait to play my next game in 1.6

and @Wiz Is there any plan in 1.6 to make useful the Unity when we complete the tradition trees?

At least a little function, hurts me when i see hundreds of Unity stored for nothing,some governors, civics and ethics converts into trash and the reconversion of the Unity buildings in wide empires is a pain in the ass.

A quick and temporary solution would be to let us use the unity to make edicts, with very expensive costs (1k or more) for the excesses of the late game.
 
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Do these new rooms totally replace the old rooms for their matching AI personality for random generated AI empires or are they added to the pool with a higher weight so that they are likely to be used but not solely?
 
Do these new rooms totally replace the old rooms for their matching AI personality for random generated AI empires or are they added to the pool with a higher weight so that they are likely to be used but not solely?

Replace. Altered versions of the old rooms make up some of the new rooms.
 
To tax and to drain a sector is pointless, but please be consequent and implement a separate "drain a sector"-feature for EC(s) and minerals.
 
Are more tradition tree expected, in the future?
It quite simple, in a medium length run, to complete all of them.
More trees , possibly some mutually exclusive, would add a lot of variety to the game.
 
[...] that allows you to seize 75% of a sector's stockpiled resources at the cost of 100 influence.

I find this fixed cost a little worrying, as it almost forces the player to try to have only a single sector. Multiple sectors would just add unnecessary influence costs for draining resources...
 
I am so excited about this update. Maybe this sector drain mechanic will finally give me the edge to be Fanatic Purifiers on insane and actually win. In my last 2 playthroughs sadly I lost because the sectors couldnt contribute to my defensive war effort.
 
I find this fixed cost a little worrying, as it almost forces the player to try to have only a single sector. Multiple sectors would just add unnecessary influence costs for draining resources...
I disagree, its your own choice if you want multiple smaller sectors with stocked resource, provided you have the influence, or just one large sector. I like it.
 
This is great news, a bugfixing update is what we need.

Hope that balance also includes a good look at unity/tradition gains, with more restrictions, so empires will have different traditions in different playthroughs (not all of them every time).
 
I disagree, its your own choice if you want multiple smaller sectors with stocked resource, provided you have the influence, or just one large sector. I like it.
It's bull**** since it's no choice since you get the max. amount of resources out of a single (big) sector.

EDIT: (in relation to the influence-points-costs)
 
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Cool
 
Good features, "old" teasers...I am enjoying 1.5.1 very much but I also NEED to know more of Adams. Maybe it is because Utopia´s last weeks teasers and dev diares were very "delicious" and full of contents. See you in twitch, @Wiz!
 
4 new rooms for the Fallen/Awakened Empires that are designed to suit their unique aesthetics.
So far we've seen the same one over and over again, why not post another one?